Hans A. Pils wrote:
Yo freezy,OK, point taken about +25% bonus for mot./mech. infantry in open terrain. I can accept that one now.
But these arguments I don't think are valid (no hard feelings though
) :
freezy wrote:
AA/SPAA: I think its perfectly valid to give them mountain bonus, as they a nearer to the flight altitude of airplanes and harder to hit for airplanes due to obstacles.
OK, AA against air attacks in mountainous terrain feels hard to tell. There your arguments may count, so a slight bonus (theoretically, rather planes should have a malus against ground in mountains and above forrests, but since that cannot be realized in CoW, giving AA a slight bonus in mountains and forrests/hills is the best alternative) is OK. But not a big one, since AA against ground targets clearly didn't have an advantage in mountains (have in mind that most AA guns could hardly or not at all fire downwards, so placing them on an elevated position wasn't practical against ground attacks).So far, so good. But now imagine a SPAA vehicle in mountains. Bonus? No way. Their mobility advantage is gone there. And even if you manage to get it up a steep slope, it would stand there like served on a silver plate to the enemy.freezy wrote:
Regular infantry already has a bonus in cities and we dont want to give bonuses in too many categories to one unit.
Why not? I mean why not leave the (correct) +50% bonus in cities to regular infantry, additionally give them +25% in mountains and in return slightly decrease it's basic strength or slightly increase it's costs. What's the benefit in almost all units having either one +50% bonus or two +25%. You're looking for consistency? Not required there. To make units easy to compare? That's not positive. Reading unit stats and comparing units, thinking hard which one to research or build is a big fun part in the game. Units should be realistic (and thus intuitive), not easy to compare.freezy wrote:
I saw a greater variety of units than in 1.0, and also myself felt greater need to combine different units because their roles have become more diverse than in 1.0.
You're totally right that in CoW1.5, a healthy diversification is way more often the way to success than in 1.0 (which is very good). But not with your statement this comes from giving a clearer offensive or defensive focus and in particular not from having a mix of both in both infantry and armour tech tree. It comes solely from units not upgrading automatically any more.Let's look at AC+LT+MT+HT (but analysis for regInf+motInf+mechInf or for LT+MT+motInf+mechInf would be the same
* Either you're a player who likes to attack with close-combat ground units. Then in CoW1.5.2 you choose between LT and MT, maybe build both, but forget about AC and HT.
* Or you're a player who prefers ranged attack with arty and who thus has no use for close-combat units with offensive focus. Then you possibly select AC, or HT, possibly both. But for sure never LT or MT.
* Or you're one of those seldom players who prefer to have both ground close-combat units with defensive and offensive focus, so you have the right stack for each situation. With stack sizes of more or less precisely 10 that's hardly imaginable, but well, maybe for a few players in few constellations on large maps it might be the right choice. Then you still don't research and build all 4 of AC/LT/MT/HT. But either select AC and/or HT plus motorized infantry, or LT and/or MT plus a lot of reg. infantry / militia / AT / TD (there's never a big need for fast stacks with defensive focus).
Do you see my point? Offering both defensive and offensive units in both infantry and armour tech tree doesn't make you choose a bigger selection amongst regInf, motInf, mechInf, AC, LT, MT and HT. Which we'd all like to see, because it's boring and less strategically challenging to have to pick just a few of these at the beginning and then not think about it any more - and because all major powers had all of these units in WW2, so why should a CoW player not be allowed to have all of them and still have a chance to win? That's why I so vehemently propose damage-malus per unit type.
And def. focus for AC and off. focus for motorized infantry is just wrong. Yes, speed was useful for offenses. So I could live with motorized infantry being 1:1. But mot. infantry having offensive focus is neither authentic, nor helpful for anything else. And AC you think weren't used for offenses a lot? I'm sure they were. At least more than by defending parties. Sure, scouting missions were equally important for defender and attacker. But whenever an AC decided to make use of it's (limited) firepower, that was for attacking, not defending. (P.S.: As you said, speed was useful for attacks or counter-attacks
.)
Ok some points taken:
We will remove the mountain terrain bonus from AA & SPAA and give it an Urban terrain Bonus instead, as there they also benefit from cover. Plus we had too few units with an urban bonus.
We will also add a mountain bonus for Infantry and Militia to give an incentive to keep using these units later on.
I hope you are satisfied with your quota here of getting us to change things
Yep I get your point but I think that your point rather proves my statement: You now have more to think about which units suit you strategy. You cannot just select any of these units anymore and it will more or less work out like in the old balancing, where multiple units fulfilled the same roles. Thus we increase the strategic depth and the amount of meaningful choices by diversification of unit roles. Maybe you won't always build all of them in a single match due to resource constraints, but you are encouraged to try out different mixes and builds in subsequent matches. We will keep it that way for now.
Hans A. Pils wrote:
freezy wrote:
Them being 1:1 or defensive focused would again open doors for things like the patrol exploit.
Not really. Biggest part of the firepower in air2air fights comes from fighters. To make the patrol exploit unusable it was enough to make them offensive. And I'm not asking you to make give all bombers stronger value against planes in defense than in offense. Naval and tactical bombers you can leave 1:1, since I think these units can be interpreted as including single-propellar, light versions that were capable of attacking other aircraft. Only please give strats more air defense than air attack. Everything else is absurd.freezy wrote:
I think a strat being def focused in all values makes less sense than a strat being off focused in all values.
My suggestion was not to make strats def focused in all values, but only in their anti-air values. Their values against ground units you can leave as they are.freezy wrote:
strat. bombers are not meant to fight air units anyway
Oh it was a tough and dangerous job for a fighter to bring down a strategical bomber. They had a tall and thick hull, so they could take a lot of hits before being shot down. And they were equipped with way more and stronger anti-air guns than fighters, so the fighter had to be extremely careful not to approach in an angle that allowed the board cannons of the strat to tear him to pieces within seconds.
As I said it's right now not possible in our engine to make a unit defensive in only one value and offensive in all other values (if it was we would of course do this and give strats more def value vs AA in a heartbeat!). Sadly its either all offensive or all defensive or 1:1. And overall we have more reasons to keep Strat Bombers an offensive unit for the reasons I wrote in my post, to prevent patrol abuse and weird situations in combat (e.g. when planes join ground fights in provinces). To make up for it Strats already have higher AA values than Tactical Bombers for example (plus also higher HP), so they are already more robust vs. fighters in the air. But in the end this one value does not matter that much anyway imo as its not the supposed role of the unit, its just a nice to have thing.
Maybe also this engine limitation gets resolved in the future and then we can change it.
Hans A. Pils wrote:
Absolutely true. All cheap, bloody fantasy online strategy games you can find out there have such a progression system. And that's one of the main, probably the biggest advantages that CoW1.0 has over them. One of the main reasons why we play CoW and not one of those. It's the reason why CoW1.0 is quite realistic, accurate and authentic (call it however you want) and the others aren't. It's the one concept you shouldn't have taken over from other games.
Of course I recognize your goal. The amount of unit production orders a player can give shouldn't increase as drastically from early to late game as it does in CoW1.0. That makes sense. But the way you chose for achieving it is wrong, since it sacrifices all realism. What CoW1.5 contains for this purpose (these changes all fit to each other, so they count as one adhesive change
*** Unit production times got an extreeeeemely high progression.
*** Unit production and upkeep costs got a progression.
*** Unit power increase got an extremely high progression.
*** Production of ALL units, even militia, was disallowed in rural provinces.
[...]
I get your point but I have to honestly say that this change won't be scrapped. You can of course argue that you are playing CoW exactly because it has nearly no progression at all, but I think its more likely that not more players are playing or sticking with CoW because it has nearly no progression at all, because its such an expected staple.
The unit production time progression isnt really high. Only the base values are very high to incentivice upgrading to the next building level, but once you do that the time increase (minimum production time) is not that big.
Power progression is also not that high, with the next level having 20-35% higher power than the previous level. That was also mostly the case in the old balancing, with the sole difference that the progression there was linear and thus fell off with later levels.
Production disallowed in non-urbans is a whole other topic of course, but I think we discussed that one to death already in this and the last thread.
Regarding the progression, it's just necessary to balance time investment and the resource economy. We saw large discrepancies here in the old balancing with stuff getting out of control in the late game, and it's one of our key goals to tackle this. So the progression will stay. Even if that means that its not 100% realistic in every metric. Our costs and times are not historically accurate to begin with, we didn't research how much unit ABC cost in year 193X or how long it took to produce, and thus also the progression isn't meant to be a realistic value. Then we can continue with other values like map distances and how unit ranges and unit speeds relate to that (with all of them varying per map size). All of these values are also arbitrary and set for optimal gameplay and not realistic at all. And all of that's ok for most players. If we wanted to transform CoW into using the most accurate values possible everywhere we also would have to overhaul alot in the 1.0 balancing. But doing so is not needed, as having absolutely accurate values in every regard is not needed for the game to feel historical authentic for most players.
We also don't like letting the first game week run on higher speed and then getting lower. That changes a whole lot in the game, from unit speeds to amount of combat tickets per hour to time of daychange etc. Its a very messy solution that is also technical very hard. Not going for that.
Another goal for us is to make the game more accessible (while keeping strategic depth). You may love digging through all unit stats and figuring out all the different progressions and rules, and much of this stuff will still be there even with the changes. But where we can we should try to lower that complexity and make stuff easier to grasp and easier to understand, following clearer guidelines. In regards to this goal it makes more sense to let all units follow a similar progression than to have a vastly different progression mechanic for every unit. It's also easier to balance and to make sure that units stay relevant in the later stages of the game. For you it may feel too easy if stuff follows the same rules, but even that will still be hard to grasp for many newcomers. Because we just have alot of that stuff in the game. Even with all of the changes we now make, the game will still be very hardcore in terms of complexity for a free2play game. But we try to get at least a little bit better here.
Always remember, you are not the average player but one of the most hardcore players, representing the minority. Stuff that is super clear and obvious for you is not for he majority. Just look at some of the questions asked in the FAQ section of the forums, to most of us that stuff is clear but its not easy to learn for new players.
Overall we also have to accept that this is a strategy game, not a simulation. Some things are simplified for gameplay reasons.
Hans A. Pils wrote:
What he certainly meant with that statement, must have been that with the current implementation, upgrade costs can't be differentiated between the resources.
When I say something is not possible I of course mean with the current implementation. But as with features or improvements we always have to weigh cost vs. benefit and changing some technical stuff is hard due to the how our code evolved over time.
In this particular instance I also see no clear benefit of doing so (when we also keep the rest of the changes as they are). It all depends on how you interpret manpower. From your point it makes no sense to have a unit cost manpower afterwards (via upkeep or upgrading), from my point of view it does, because also after a unit was built soldiers have to be replaced or have to get training. And then there is also the possible interpretation that manpower can also stand for technical personell, supply chain personell or factory workers. In my mind the manpower value is not a raw soldier headcount (wouldnt make sense anyway with the low numbers we use), but is a simplified number that stands for all investments that relate to "human resources" needed by the military.
Hans A. Pils wrote:
When you wake up and look in the mirror on the morning of the day after replacing CoW1.0 with CoW1.5, do you still want to think of yourself as a member of the great Bytro team that carefully designs the authentic, accurate, niveauvoll and sophisticated strategy game CoW, attracting a literate, intelligent community? Then you should do what I wrote in my last post - would be some work, because you'd have to re-arrange quite a number of things, but there's nothing else speaking against it, or do I miss something?Or would you on that day rather like to see yourself as producer of one of those many arcade trash games on the net? Then please continue with 1.5 and ignore my last post (and most of my others).
At first I didn't want to comment this because its a rather cheap try of guilt-tripping us

. But I have to say, you are exaggerating here alot. From the responses we got from the second event many players still love this new approach and certainly do not think that it evolved into a trash arcade game. Even looking at it objectively that statement is not justified. Just compare CoW1.5 to real "arcade trash" games out there and you know what I mean. Even a more streamlined version, such as CoW1.5, is still super intellectual compared to such games.
So: We do not see us as producers of trash arcade games, and we also don't think that we throw all of our values overboard if we release 1.5. In the end we just want to make great strategy games that are fun to play long term. That's what matters the most to us and I think we can achieve it with 1.5, even if it's different in some regard.
Btw, we will test CoW1.5 on a broader scale going forward, also testing it with new players. We will base our next decisions mostly on these results. Individual opinions are helpful but in the end we also have to check quantitative data.
Hans A. Pils wrote:
Ah, in case you doubt my remark concerning the impact of CoW1.5.2 on the community: The average quality of the feedback in this thread compared to the feedback after first test event gives you a pre-taste. Many intelligent speakers have already given up testing CoW1.5 or commenting on it, after seeing that none of the bad fundamental concepts has been re-considered. So now every second participant in this thread didn't even understand that the upgrade costs in CoW1.5.2 are quite reasonable (OK, lowering them a little will also be fine, but already the way they are in CoW1.5.2 it makes sense to upgrade about every second unit once or twice during the game... which is not that badly balanced, is it?).Well, wish you good luck in the future with the prolific feedback from that community.
Sorry for the harsh words, but CoW1.5 - if not changed fundamentally - will make me leave as well (and destroy my favourite hobby
).
That is just an assumption that cannot be backed really. First of all you can't really know the intelligence level of the posters here. And assuming it would also be pretty arrogant. Secondly there can be different reasons why some of the commenters of Event 1 do not comment anymore in Event 2. It could mean as you said that they have given up on it, but maybe they did so already during Event 1 without even trying Event 2. It could also mean that things improved for them in Event 2 and they did not feel the need to critizice as much in the forums anymore. Remember that usually you receive more negative feedback than positive feedback on things because the satisfied majority usually remains silent. That's a general rule of the internet, so getting not much feedback on a change can actually be a good indicator.
All in all our impression is that the feedback from Event 1 to 2 got much better though and people saw that we actually implemented alot of the suggested changes. More on a detailed level usually as we did not scrap the big changes, yes, but we try to accomodate people where we can and where it fits into our approach.
It would be sad to see you leave of course and I hope you will also give the next events a chance and be more open regarding changes.
FinnDaddy wrote:
I had some things that need to be fixed or considered on COW 1.5.2 posted earlier in this thread, but I wanted to stress that the main frustrations initially were about how different it was. It was different, but also refreshing in many ways, such as the early game speed. Strategy and tactics gave an even more huge advantage to skilled players, which was great. Naval units were awesome and I could create a map leading naval fleet out of a single naval yard. I made it a point not to further research light tanks and militia so that when I took over a city, I could slap up a barracks to quickly defend with fast produced militia, or pump out a light tank to ravage the country side while the enemy slept.Some more things I did not mention before-
I liked the elimination of gigantic random damage factors and requirement of overwhelming force to defeat a unit, but it exacerbated defending problems and magnified the 30 minute attacks. In the current version, you could get a single unit in a fort and delay the enemy from taking it for a few hours. You could fly over and give it air support and you might hold the position or have time to get reinforcements. No longer. These changes allow a large stack to roll through without hardly a hiccup or obstacle:
- Twice as fast attack timers, 30 min vs 1 hour.
- Changes to the way damage is distributed makes large stacks retain numbers and damage strength far better
- Reduced value of lev 1 forts
- Increased fueling time for getting airforce reassigned to protect and provide air support. You better put a expensive high level airbase in BFE if you want to cover some ground in time.
- More offensive oriented units that don't get their offense reduced even in city terrain
- Reduction in random factor that tended to reduce damage incalculably low at times, giving a free hour to reinforce.
- Don't seem to need overwhelming force to kill the last bit of defender like you do in current version.
These changes give even more advantage to micro managers or those online vs offline (myself included, but I would like a break or to know my ally has time to come to my aid if i sleep)
Thanks for the feedback!